Er. After trying to implement FontManager::Reload(), and struggling,
restructure this stuff to make more sense (and be simpler) ...
This commit is contained in:
@@ -18,8 +18,6 @@
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#include "RageLog.h"
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#include "RageException.h"
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#include "RageTimer.h"
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#include "ThemeManager.h"
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#include "GameManager.h"
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FontManager::aliasmap FontManager::CharAliases;
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map<CString,CString> FontManager::CharAliasRepl;
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@@ -58,371 +56,16 @@ bool FontManager::ExtractGameGlyph(longchar ch, int &c, Game &g)
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return true;
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}
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#if 0
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void FontManager::ReloadFonts()
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{
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map<CString, Font*> m_mapPathToFont;
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for(map<CString, Font*>::iterator i = m_mapPathToFont.begin();
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i != m_mapPathToFont.end(); ++i)
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{
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CString path = i->first;
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Font *f = i->second;
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f->Unload();
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f->Load(f);
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// i->
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}
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}
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#endif
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void FontManager::LoadFontPageSettings(FontPageSettings &cfg, IniFile &ini, const CString &TexturePath, const CString &PageName, CString sChars)
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{
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cfg.TexturePath = TexturePath;
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/* If we have any characters to map, add them. */
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for( unsigned n=0; n<sChars.size(); n++ )
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{
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char c = sChars[n];
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cfg.CharToGlyphNo[c] = n;
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}
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int NumFrames = RageTexture::GetFrameCountFromFileName(TexturePath);
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if(NumFrames == 128 || NumFrames == 256)
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{
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/* If it's 128 or 256 frames, default to ASCII or ISO-8859-1,
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* respectively. If it's anything else, we don't know what it
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* is, so don't make any default mappings (the INI needs to do
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* it itself). */
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/*
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if(NumFrames == 128)
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cfg.MapRange("ASCII", 0, 127, 0);
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else if(NumFrames == 256)
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cfg.MapRange("ISO-8859-1", 0, 255, 0);
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*/
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for( longchar i=0; i<NumFrames; i++ )
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cfg.CharToGlyphNo[i] = i;
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}
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ini.RenameKey("Char Widths", "main");
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LOG->Trace("Loading font page '%s' settings from page name '%s'",
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TexturePath.GetString(), PageName.GetString());
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ini.GetValueI( PageName, "DrawExtraPixelsLeft", cfg.DrawExtraPixelsLeft );
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ini.GetValueI( PageName, "DrawExtraPixelsRight", cfg.DrawExtraPixelsRight );
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ini.GetValueI( PageName, "AddToAllWidths", cfg.AddToAllWidths );
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ini.GetValueF( PageName, "ScaleAllWidthsBy", cfg.ScaleAllWidthsBy );
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ini.GetValueI( PageName, "LineSpacing", cfg.LineSpacing );
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ini.GetValueI( PageName, "Top", cfg.Top );
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ini.GetValueI( PageName, "Baseline", cfg.Baseline );
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ini.GetValueB( PageName, "Kanji", cfg.Kanji );
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/* Iterate over all keys. */
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const IniFile::key *k = ini.GetKey(PageName);
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if(k == NULL)
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return;
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for(IniFile::key::const_iterator key = k->begin(); key != k->end(); ++key)
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{
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CString val = key->first;
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CString data = key->second;
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val.MakeUpper();
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/* If val is an integer, it's a width, eg. "10=27". */
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if(IsAnInt(val))
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{
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cfg.GlyphWidths[atoi(val)] = atoi(data);
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continue;
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}
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/* "map XXXX=frame" maps a char to a frame. */
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if(val.substr(0, 4) == "MAP ")
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{
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/* map CODEPOINT=frame. CODEPOINT can be
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* 1. U+hexval
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* 2. an alias ("kakumei1")
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* 3. a game type followed by a game alias, eg "pump menuleft"
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*
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* map 1=2 is the same as
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* range unicode #1-1=2
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*/
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CString codepoint = val.substr(4); /* "XXXX" */
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longchar c;
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Game game = GAME_INVALID;
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if(codepoint.find_first_of(' ') != codepoint.npos)
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{
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/* There's a space; the first word should be a game type. Split it. */
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unsigned pos = codepoint.find_first_of(' ');
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CString gamename = codepoint.substr(0, pos);
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codepoint = codepoint.substr(pos+1);
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game = GameManager::StringToGameType(gamename);
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if(game == GAME_INVALID)
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RageException::Throw( "Font definition '%s' uses unknown game type '%s'",
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ini.GetPath().GetString(), gamename.GetString() );
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}
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if(codepoint.substr(0, 2) == "U+" && IsHexVal(codepoint.substr(2)))
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sscanf(codepoint.substr(2).c_str(), "%x", &c);
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else if(CharAliases.find(codepoint) != CharAliases.end())
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c = CharAliases[codepoint];
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else
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RageException::Throw( "Font definition '%s' has an invalid value '%s'.",
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ini.GetPath().GetString(), val.GetString() );
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if(game != GAME_INVALID) c = MakeGameGlyph(c, game);
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cfg.CharToGlyphNo[c] = atoi(data);
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continue;
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}
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#if 0
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/* not implemented yet */
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if(val.substr(0, 6) == "RANGE ")
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{
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/* range RANGE=first_frame
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*
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* RANGE is:
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* CODESET or
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* CODESET #start-end
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* eg
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* range ISO-8859-1=0 (default for 256-frame fonts)
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* range ASCII=0 (default for 128-frame fonts)
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*
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* (Start and end are in hex.)
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*
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* Map two high-bit portions of ISO-8859- to one font:
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* range ISO-8859-2 #80-FF=0
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* range ISO-8859-3 #80-FF=128
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*
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* Map hiragana to 0-84:
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* range Unicode #3041-3094=0
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*/
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CString range = val.substr(6);
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unsigned first = 0, last = 0xFFFF; /* all */
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unsigned space = range.find_first_of(' ');
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if(space != val.npos)
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{
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}
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continue;
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}
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#endif
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i->second->Reload();
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}
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}
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/* "Normal.png", "Normal [foo].png", "Normal 16x16.png", and "Normal [foo] 16x16.png"
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* are all part of the FontName "Normal". "Normal2 16x16.png" is not.
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*
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* So, FileName must start with FontName, followed by either " [", " DIGIT" or
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* a period.
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*
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* This is to make sure we don't pull in textures from similarly-named fonts.
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*/
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bool FontManager::MatchesFont(CString FontName, CString FileName)
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{
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FontName.MakeLower();
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FileName.MakeLower();
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if(FileName.substr(0, FontName.size()) != FontName)
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return false;
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FileName = FileName.substr(FontName.size());
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return regex("^( \\[|\\.| [0-9]+x[0-9]+)", FileName);
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}
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void FontManager::GetFontPaths(const CString &sFontOrTextureFilePath,
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CStringArray &TexturePaths, CString &IniPath)
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{
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CString sDrive, sDir, sFName, sExt;
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splitpath( false, sFontOrTextureFilePath, sDrive, sDir, sFName, sExt );
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ASSERT(sExt.CompareNoCase("ini")); /* don't give us an INI! */
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ASSERT(sExt.CompareNoCase("redir")); /* don't give us a redir! */
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if(!sExt.empty())
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{
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TexturePaths.push_back(sFontOrTextureFilePath);
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return;
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}
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/* If we have no extension, we need to search. */
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GetDirListing( sFontOrTextureFilePath + "*.png", TexturePaths, false, true );
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CStringArray IniPaths;
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GetDirListing( sFontOrTextureFilePath + "*.ini", IniPaths, false, true );
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/* Filter out texture files that aren't actually for this font. */
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unsigned i = 0;
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while(i < TexturePaths.size())
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{
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if(!MatchesFont(sFontOrTextureFilePath, TexturePaths[i]))
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TexturePaths.erase(TexturePaths.begin()+i);
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else
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i++;
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}
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for(i = 0; i < IniPaths.size(); ++i)
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if(MatchesFont(sFontOrTextureFilePath, IniPaths[i])) break;
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if(i < IniPaths.size()) IniPath = IniPaths[i];
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ASSERT(!TexturePaths.empty()); /* ThemeManager should have checked this */
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}
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static CStringArray LoadStack;
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/* Load the named font and return it. */
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Font *FontManager::LoadFontInt(const CString &sFontOrTextureFilePath, CString sChars)
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{
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/* Check for recursion (recursive imports). */
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{
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for(unsigned i = 0; i < LoadStack.size(); ++i)
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{
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if(LoadStack[i] == sFontOrTextureFilePath)
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{
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CString str = join("\n", LoadStack);
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str += "\n" + sFontOrTextureFilePath;
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RageException::Throw("Font import recursion detected\n%s", str.GetString());
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}
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}
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LoadStack.push_back(sFontOrTextureFilePath);
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}
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/* The font is not already loaded. Figure out what we have. */
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// LOG->Trace( "FontManager::LoadFont(%s).", sFontFilePath.GetString() );
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/* Get the filenames associated with this font. */
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CStringArray TexturePaths;
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CString IniPath;
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GetFontPaths(sFontOrTextureFilePath, TexturePaths, IniPath);
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Font* pFont = new Font;
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pFont->path = sFontOrTextureFilePath;
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bool CapitalsOnly = false;
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/* If we have an INI, load it. */
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IniFile ini;
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if( !IniPath.empty() )
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{
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ini.SetPath( IniPath );
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ini.ReadFile();
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ini.RenameKey("Char Widths", "main");
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ini.GetValueB( "main", "CapitalsOnly", CapitalsOnly );
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}
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{
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/* Check to see if we need to import any other fonts. Do this
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* before loading this font, so any characters in this font
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* override imported characters. */
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CString imports;
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ini.GetValue( "main", "import", imports );
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CStringArray ImportList;
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split(imports, ",", ImportList, true);
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/* Load the default font first, unless we're currently loading it. */
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static bool LoadingDefaultFont = false;
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if(!LoadingDefaultFont)
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{
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LoadingDefaultFont = true;
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CString path = THEME->GetPathTo("Fonts", "default font");
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pFont->MergeFont(LoadFontInt(path, ""));
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LoadingDefaultFont = false;
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}
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/* Load imports. */
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for(unsigned i = 0; i < ImportList.size(); ++i)
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{
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CString path = THEME->GetPathTo("Fonts", ImportList[i]);
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pFont->MergeFont(LoadFontInt(path, ""));
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}
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}
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/* Load each font page. */
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for(unsigned i = 0; i < TexturePaths.size(); ++i)
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{
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FontPage *fp = new FontPage;
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/* Grab the page name, eg "foo" from "Normal [foo].png". */
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CString pagename = GetPageNameFromFileName(TexturePaths[i]);
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/* Load settings for this page from the INI. */
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FontPageSettings cfg;
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LoadFontPageSettings(cfg, ini, TexturePaths[i], pagename, sChars);
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/* Go. */
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fp->Load(cfg);
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/* Expect at least as many frames as we have premapped characters. */
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/* Make sure that we don't map characters to frames we don't actually
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* have. This can happen if the font is too small for an sChars. */
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for(map<longchar,int>::const_iterator it = fp->m_iCharToGlyphNo.begin();
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it != fp->m_iCharToGlyphNo.end(); ++it)
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{
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if(it->second < fp->m_pTexture->GetNumFrames()) continue; /* OK */
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RageException::Throw( "The font '%s' maps %s to frame %i, but the font only has %i frames.",
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TexturePaths[i].GetString(), WcharDisplayText(wchar_t(it->first)).GetString(), it->second, fp->m_pTexture->GetNumFrames() );
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}
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LOG->Trace("Adding page %s (%s) to %s; %i glyphs",
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TexturePaths[i].GetString(), pagename.GetString(),
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sFontOrTextureFilePath.GetString(), fp->m_iCharToGlyphNo.size());
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pFont->AddPage(fp);
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/* If this is the first font loaded, or it's called "main", this page's
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* properties become the font's properties. */
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if(i == 0 || pagename == "main")
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pFont->SetDefaultGlyph(fp);
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}
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if(CapitalsOnly)
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pFont->CapsOnly();
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if(pFont->m_iCharToGlyph.empty())
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LOG->Warn("Font %s has no characters", sFontOrTextureFilePath.GetString());
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LoadStack.pop_back();
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return pFont;
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}
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/* A font set is a set of files, eg:
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*
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* Normal 16x16.png
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* Normal [other] 16x16.png
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* Normal [more] 8x8.png
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* Normal 16x16.ini (the 16x16 here is optional)
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*
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* Only one texture is required; the INI is optional. [1] This is
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* designed to be backwards-compatible.
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*
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* sFontOrTextureFilePath can be a partial path, eg.
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* "Themes/default/Fonts/Normal"
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* or a complete path to a texture file (in which case no other
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* files will be searched for).
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*
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* The entire font can be redirected; that's handled in ThemeManager.
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* Individual font files can not be redirected.
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*
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* TODO:
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* [main]
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* import=FontName,FontName2 (load other fonts)
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*
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* [1] If a file has no INI and sChars is not set, it will receive a default
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* mapping of ASCII or ISO-8859-1 if the font has exactly 128 or 256 frames.
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* However, if it doesn't, we don't know what it is and the font will receive
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* no default mapping. A font isn't useful with no characters mapped.
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*/
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Font* FontManager::LoadFont( const CString &sFontOrTextureFilePath, CString sChars )
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{
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InitCharAliases();
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@@ -440,7 +83,10 @@ Font* FontManager::LoadFont( const CString &sFontOrTextureFilePath, CString sCha
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return pFont;
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}
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Font *f = LoadFontInt(sFontOrTextureFilePath, sChars);
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/* XXX: This will mismatch cached fonts if we load the same font with two
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* different sChars. */
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Font *f = new Font;
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f->Load(sFontOrTextureFilePath, sChars);
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m_mapPathToFont[sFontOrTextureFilePath] = f;
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return f;
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}
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@@ -471,17 +117,6 @@ void FontManager::UnloadFont( Font *fp )
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RageException::Throw( "Unloaded an unknown font (%p)", fp );
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}
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CString FontManager::GetPageNameFromFileName(const CString &fn)
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{
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unsigned begin = fn.find_first_of('[');
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if(begin == fn.npos) return "main";
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unsigned end = fn.find_first_of(']', begin);
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if(end == fn.npos) return "main";
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begin++; end--;
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if(end == begin) return "main";
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return fn.substr(begin, end-begin+1);
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}
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void FontManager::InitCharAliases()
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{
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Reference in New Issue
Block a user